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Topic: Want to help? (Read 11438 times)

Wow, that's nice! Thanks, Anon.Making a real X-Com sprite from this won't be easy, since you would have to cut out and position all body parts. I'd probably ditch the legs and arms and use recoloured Power Suit instead, since it's pretty much impossible (well, no really, but close enough) to use everything. But the torso and head might work.I will keep this around for later.

I actually have this pic on my HDD already, and indeed it is great. I would like to use it, but I need a good justification for using black and white graphics.

I was thinking of a background for an Ufopaedia article. The image has to be scaled down to below 320x200 anyway, which means it'll be shades of gray rather than bi-level. And it's not limited to gray. I tried to make it sinister purple, for example.

Or do you want to make it an animated cutscene? That would be trickier and require colouring.An unrelated question: do you still need those isometric tiles of machinery? I found a game "Escape from the Planet of the Robot Monsters" but so far haven't figured out how to extract graphics from the arcade ROM. The best I can do, is make screenshots like the attached one. Do you want them?

Thanks for the graphics! I will think how to use them.These machine tiles look nice and useful at a glance. Perhaps they are already available on Spriters Resource or somewhere else?

No, the game isn't there.Got a bit carried away, cut some some sprites of a sentinel robot from that game.By the way, what is the exact size of Battlescape sprites? I haven't found exact numbers. Bounding box 28x32, Z height 26, X and Y axes 14x6? EPRoM sprites are 4 pixels wider.A few sprites. Hope the size fits.A few more. Note that 1st and 6th sprites from the left are double, formed from 2+3 and 4+5.

Tiles are 16x16x24 voxels (x, y, z), and the particular isometric view we use (standard for a lot of pixel art) is that the x and y axis are on an angle so that they have a slope of 2 pixels left/right to every pixel up/down. To make it more clear, here's a PNG I use for tilework when I'm not using MCDEdit to test out some stuff. It also works for floorobs too.

Tiles are 16x16x24 voxels (x, y, z), and the particular isometric view we use (standard for a lot of pixel art) is that the x and y axis are on an angle so that they have a slope of 2 pixels left/right to every pixel up/down.

When you were talking of 2x2 objects, did you mean something like this?

Originally it was the big switch for the staircase. But I don't think it fits well in X-COM, so I replaced the switch with coloured buttons and lightbulbs. I couldn't think of anything to replace the word "STAIRS", but replacing it will not be much of a problem.